











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 26 / 51% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 38 (base 24) |
| Dexterity | 26 (base 12) |
| Constitution | 41 (base 32) |
| Magic | 53 (base 39) |
| Willpower | 39 (base 14) |
| Cunning | 44 (base 26) |
Resources
| Mana | 301/395 |
| Psi | 100/109 |
| Life | 513/533 |
| Steam | 100/100 |
| Paradox | 300 |
| Insanity | 97/100 |
| Healing Factor | 1.2203791469195 |
| Regeneration | 0.30509478672988 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +112.19994720145% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 26.396669667885 |
| See Invisible | 26.396669667885 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 26 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 26 |
| Crit Chance | 27% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Fire | +26% |
| All | +6% |
Offense: Damage Penetration
| Acid | +25% |
| Fire | +10% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 45.413408721348 (86.666666666667%) |
| Defense | 19 |
| Ranged Defense | 20 |
| Fatigue | 18 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 20%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 26%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 59% |
| Disarm Resistance | 23% |
| Knockback Resistance | 22% |
| Confusion Resistance | 70% |
| Stun Resistance | 21% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Chronomancy / Temporal Hounds | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Thought-Form: Bowman |
| talent | Beyond the Flesh |
| talent | Gesture of Pain |
| talent | Temporal Hounds |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Linked to their horror ally gaining 18% all damage resistance. Shared Insanity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18)You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 19)You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 13)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 15)You completed the challenge and received: Random Artifact: Brightwitch | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 14) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 22)You completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3) | failed |
Leave the level in less than 135 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (135) (Level 23)Turns left: 90 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 231 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (231) (Level 17)Turns left: 133 You completed the challenge and received: Random Artifact: Undeathspiker | done |
Leave the level in less than 324 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (324) (Level 21)Turns left: 242 You completed the challenge and received: Random Artifact: Glaremaster | done |
Leave the level in less than 93 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (93) (Level 24)Turns left: 48 You completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| Quiver | 154 alchemist spinel0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 177.88 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Light source | Galiharasus2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% darkness +6% temporal +3% nature +5% arcane Pinning- +5% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Yaryhad (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Res.pen +25% acid ----- def ----- Armour +1 Fatigue +1% Die.at -80.00 life Blind- +10% Disease- +35% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
| On feet | miner's pair of iron boots of uncanny dodging (3 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +23% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
| On fingers | warrior's steel ring of arcana(+0.15/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +24% ---------- misc Mana/turn +0.15 Rings can have magical properties. |
| Around neck | grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
| In main hand | Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Around waist | Brightwitch1.0 T1 belt armor [Rare] Arcane/Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% light On Hit (Melee): * 10% chance to disease ----- def ----- Resists +9% light +9% blight +7% fire +6% cold +6% darkness Phys.save +6 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | Daystalker the mossy mindstar (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Mind Uses 30% Wil, 0% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +4 blight On Hit: * 40% chance to blind * 20% chance to disease While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% blight On Hit (Melee): * 15% chance to blind ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of the deep (2 def, 17 armour) 14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +17 Hardiness +20% Defense +2 (+1 eff.) Fatigue +17% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 89% / cooldown 90%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 89% efficiency and cooldown mod of 90%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 140% / cooldown 58%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 112% / cooldown 93%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 93%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.5 steam per turn. Can be activated for an instant burst of 22 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the psychic (heal 354 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 11 for 4 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 11) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 13 for 4 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 13) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
mule's copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Silence- +21% ---------- misc Max.enc +20 Mana/turn +0.10 Rings can have magical properties. |
dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 30.0 - 45.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
balanced dwarven-steel dagger of crippling (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 15.5 - 20.2 Physical Uses 45% Mag, 36% Cun Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Sharp, short and deadly. |
balanced stralite dagger of massacre (38-49.4 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master Power 38.0 - 49.4 Physical Uses 45% Mag, 36% Cun Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +24% Sharp, short and deadly. |
dwarven-steel longsword of ruin (21.5-30.1 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Apr +7 Sharp, long, and deadly. |
hateful dwarven-steel mace (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Psionic Power 26.5 - 37.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 darkness Against +8% Living Blunt and deadly. |
Brighthash the vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 light +4 temporal While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +9% light +3% temporal Res.pen +10% temporal ----- def ----- Resists +6% light Phys.save +2 (+1 eff.) ---------- misc Light +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glownaught the vined mindstar (4.5-4.95 power, 19 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +19 Crit +3.0% Atk.spd 100% Phasing +20% On Crit.r2 +16 physical While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind +3% darkness Res.pen +5% light Melee Ret 4 mind 2 darkness ----- def ----- Phys.save +3 (+2 eff.) ---------- misc Stam/turn +0.20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego] Nature Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +8 While equipped: Stats +3 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 92 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Isuseta the ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +11% Mind.crit +3% Crit.mult +8.00% Phys.pwr +7 (+3 eff.) Spell.pwr +11 (+5 eff.) Dmg.mod +15% light Res.pen +8% light Acc +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 93.72 physical damage to all targets in line, and inflicting bleeding for another 46.86 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cruel yew starstaff of might (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +10% Crit.mult +12.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
S.H. Spear4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+2 eff.) Mind.pwr +10 (+4 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Durondil the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +5% physical Acc +6 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +16% lightning +6% temporal +12% darkness HP.reg +0.60 Knockbk- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +3% fire Acc +16 (+8 eff.) ----- def ----- Armour +2 Resists +5% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
grounding dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+2 eff.) Fatigue +16% Resists +8% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +19% acid A suit of armour made of mail. |
hardened leather armour of spell shielding (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +7% arcane Spell.save +19 (+9 eff.) A suit of armour made of leather. |
spiked hardened leather armour of acid resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +18% acid A suit of armour made of leather. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Siluba the Shockfist (17/17, 43-51.6 power, 3 apr)3.0 T3 shot ammo [Random Unique] Nature/Master Power 43.0 - 51.6 Physical Uses 106% Cun, 0% Mag Acc+ +0.1% dam / acc Apr +3 Crit +13.0% Capacity 17 Ranged+ +8 lightning +18 cold +12 arcane On Hit.r1 +8 lightning On Crit.r2 +5 cold On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
natural yew totem of thorny skin [power 40] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cleansestrider [power 9] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +12% nature Res.pen +10% mind Reveal the area around you, dispelling darkness (radius 9, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of trap destruction 'Scorchwell' [power 38] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +9% fire Disarm traps (38 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
15 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Minionella the Yeek Adventurer level 5
77th Pyre 122nd year of Ascendancy at 14:14 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Minionella the Yeek Adventurer level 22
9th Dusk 122nd year of Ascendancy at 15:30 see stats
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Minionella the Yeek Adventurer level 13
2nd Flare 122nd year of Ascendancy at 16:55 see stats
Infinite x20 (Nightmare (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By Minionella the Yeek Adventurer level 24
16th Dusk 122nd year of Ascendancy at 11:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Minionella the Yeek Adventurer level 10
7th Mirth 122nd year of Ascendancy at 06:54 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Minionella the Yeek Adventurer level 20
4th Dusk 122nd year of Ascendancy at 13:10 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Minionella the Yeek Adventurer level 24
16th Dusk 122nd year of Ascendancy at 11:49 see stats
Log
Elven sun-mage hits Worm that walks (servant of Minionella) for 1 healing, 12 light, 1 healing, 12 light (24 total damage) [3 healing].
Elven sun-mage hits Minionella for 11 light, 11 light (22 total damage).
Worm that walks (servant of Minionella) hits Elven sun-mage for 25 physical, 4 acid, 3 temporal, 3 nature, 7 blight, 10 physical, 3 light, 7 blight (63 total damage).
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot performs a ranged critical strike against Elven sun-mage!
Thought-forged bowman's Steady Shot hits Elven sun-mage for 193 physical damage.
Thought-forged bowman's Steady Shot killed Elven sun-mage!
Minionella picks up (p.): fungal hardened leather sling.
Talent Wayist is ready to use.
Worm that walks (servant of Minionella) is less thorny now.
Golem (servant of Minionella) stops surging mana.
The fabric of time around Minionella returns to normal.
Golem (servant of Minionella) casts Rune: Vision.
Golem (servant of Minionella)'s eyes tingle.
Minionella picks up (e.): regeneration infusion of the psychic (heal 354 over 5 turns).
You give Greenmight (33-46.2 power, 4 apr) to worm that walks (servant of Minionella).
Thought-forged bowman deactivates Aim.
Thought-forged bowman deactivates Lucid Dreamer.
Worm that walks (servant of Minionella) deactivates Worm that Walks Link.
Worm that walks (servant of Minionella) deactivates Ruin.
Worm that walks (servant of Minionella) deactivates Infestation.
Minionella deactivates Thought-Form: Bowman.
Minionella deactivates Temporal Hounds.
Minionella deactivates Gesture of Pain.
Minionella deactivates Beyond the Flesh.
Golem (servant of Minionella) deactivates Reflective Skin.
Golem (servant of Minionella)'s eyes tingle no more.














































































































